One idea that I found interesting from Sue Allen’s “Designs
for Learning: Studying Science Museum Exhibits That Do More Than Entertain,”
was the idea of familiar activities that lead to immediate apprehendability of an
exhibit. Allen gave three examples of familiar activities in the Exploratorium-
making a complex machine work, a competition, and watching and waiting.
For the familiar activity of making a complex machine work, Allen
uses the example of the exhibit “Bike Cycle,” in which hydraulic pistons
controlled by four buttons take the place of major leg muscles. Having the
challenge of trying to press the buttons at the right times in order to make
the pedals move helped to engage visitors on a deeper level. This reminded me
of Reactable, where guests have the challenge of figuring out what each of the
different pieces do if you put them on the table, and how to make a complete
soundtrack. I have observed many guests spend a very long time at this exhibit
attempting the challenge of making music with this unfamiliar instrument.
Allen also mentions competition as a familiar activity to
guests. Two exhibits at MOXI came to mind with this familiar activity- Quiet
Quest and Mindball. In Quiet Quest, guests compete against each other one at a
time by walking across a rocky pathway while trying to be as quiet as possible,
and whoever has the lower score wins. This design encourages guests to keep
trying the challenge over and over again to get the lowest possible score,
keeping them engaged longer. At Mindball, guests compete
against each other in order to push the ball towards the other player with
their minds. When guests first approach Mindball and see two other guests
playing against each other, they immediately become intrigued and watch to see
who will win. Competition and races are familiar activities that allow guests
to become more engaged with the exhibit and encourage them to make predictions
and come up with explanations for how to win the competition.
Lastly, watching and waiting as a familiar activity was
another example that led to immediate apprehendability of an exhibit. One
exhibit in MOXI that is more of a “watching and waiting” activity is the Sound
Machine. Although this is one of the less interactive exhibits that guests can
observe, guests are still drawn in to the machine to observe the path of the
ball and where the sounds are coming from. So when guests wait long enough to
see a ball hit a certain sound component in the sound machine, they are “rewarded”
by discovering the source of the sound. This familiar activity encourages
guests to spend more time at this exhibit and engage on a deeper level.
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